- migrate a large part of the sound code to FSoundIDs.

This has always been a wild mixture of IDs and ints.
This commit is contained in:
Christoph Oelckers 2022-11-24 15:22:07 +01:00
commit 160633a4a2
35 changed files with 224 additions and 205 deletions

View file

@ -524,7 +524,7 @@ void DIntermissionScreenCast::Init(FIntermissionAction *desc, bool first)
castframes = 0;
castonmelee = 0;
castattacking = false;
if (mDefaults->SeeSound)
if (mDefaults->SeeSound.isvalid())
{
S_Sound (CHAN_VOICE, CHANF_UI, mDefaults->SeeSound, 1, ATTN_NONE);
}
@ -551,10 +551,10 @@ int DIntermissionScreenCast::Responder (FInputEvent *ev)
if (mClass->IsDescendantOf(NAME_PlayerPawn))
{
int snd = S_FindSkinnedSound(players[consoleplayer].mo, "*death");
if (snd != 0) S_Sound (CHAN_VOICE, CHANF_UI, snd, 1, ATTN_NONE);
auto snd = S_FindSkinnedSound(players[consoleplayer].mo, "*death");
if (snd != NO_SOUND) S_Sound (CHAN_VOICE, CHANF_UI, snd, 1, ATTN_NONE);
}
else if (mDefaults->DeathSound)
else if (mDefaults->DeathSound.isvalid())
{
S_Sound (CHAN_VOICE, CHANF_UI, mDefaults->DeathSound, 1, ATTN_NONE);
}